---
title: "Jev Router vs Claude Sonnet 5 | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g3.html
description: "Jev Router destroyed the enemy base. Watch the full game with both models' reasoning and the run's evaluation."
updated: 2026-09-28
publisher: Jetty (https://jetty.io)
---

02 — Run · Round 2 · Round robin · r2-rr-jev-sonnet5-g3

# Jev Router vs Claude Sonnet 5

Jev Router destroyed the enemy base after 11.5 game-minutes · 17.9 min wall clock

Jetty run 188481ef
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-sonnet5-g3.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g3/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g3/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g3/validation_report.json)

WIN ukraine · west

Jev Router

typesafe/jev-router

Value destroyed$29,700Value lost$6,350
Units killed / lost51 / 23Buildings killed / lost13 / 0
Peak army$6,300Orders issued143
Decision turns (failed)87 (2)Mean latency5.1sModel cost$0.179

LOSS france · east

Claude Sonnet 5

anthropic/claude-sonnet-5

Value destroyed$6,350Value lost$29,700
Units killed / lost23 / 51Buildings killed / lost0 / 13
Peak army$4,500Orders issued255
Decision turns (failed)87 (0)Mean latency5.1sModel cost$0.595

## Evaluation

passchecks **10/10** verdict computed from the gating checks

| Status | Kind | Check | Detail |
| --- | --- | --- | --- |
| pass | step | environment | Environment check (snapshot, engine, content, key) |
| pass | step | launch | Launch run-match as a detached process |
| pass | step | supervise | Supervise in the foreground until run-match exits |
| pass | step | render | Render the 1080p recording |
| pass | step | notes | Append Notes to summary.md |
| pass | code\_check | outputs-exist | all present |
| pass | code\_check | game-has-winner | jev won: base destroyed |
| pass | code\_check | decisions-logged | turns per slot: {'Multi0': 87, 'Multi1': 87} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/87', 'Multi1': '0/87'} |
| pass | code\_check | video-decodes | duration 117.2s |
| pass | code\_check | video-complete | video ends at tick 17277 of 17277 |
| pass | code\_check | limits-respected | ended after 17.9 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | Notes section quotes final thoughts from both Jev Router and Claude Sonnet 5, explaining the decisive economic collapse that ended the game |
| pass | checklist | players-match-request | result.json confirms Multi0=jev (typesafe/jev-router) and Multi1=sonnet5 (anthropic/claude-sonnet-5) matching the requested players |
| pass | checklist | no-silent-outage | run.log shows continuous turn lines with no gaps; both slots had 87 calls and 0 failures |

## Decision timeline

What each model saw as its situation and what it ordered, every 8 game-seconds. Click a turn to jump the video there.

## Decision timeline

Every 8 game-seconds each model received a text briefing and replied with its reasoning and commands. Time is game time.

- **0:00 Jev Router**: First turn: deploy the MCV to get a Construction Yard, then start the standard Soviet opening with a power plant. We'll follow with an ore refinery for income.
- **0:00 Claude Sonnet 5**: Deploy MCV to start base, then build power plant.
- **0:08 Jev Router**: Opening is underway: Construction Yard deployed and Power Plant started. Queue the Ore Refinery next to get income flowing, then barracks.
- **0:08 Claude Sonnet 5**: Continue base setup, wait for construction yard and power plant to complete, then queue refinery.
- **0:16 Jev Router**: Just deployed; only Power Plant available. Start the standard Soviet opening: power first, then refinery and barracks. Nothing else to spend on yet.
- **0:16 Claude Sonnet 5**: Construction Yard already placed. Start economy: power plant then refinery.
- **0:24 Jev Router**: Opening turn: place the ready power plant and immediately start the ore refinery to get income flowing.
- **0:24 Claude Sonnet 5**: Place power plant, then build refinery and continue economy buildup.
- **0:32 Jev Router**: Only a Construction Yard and Power Plant exist; no economy yet. Start the Ore Refinery immediately now that it is available, then follow with barracks and a second refinery.
- **0:32 Claude Sonnet 5**: Continue economy buildup: build ore refinery then barracks.
- **0:40 Jev Router**: Opening is on track: power done, refinery building. Nothing to queue until the refinery finishes since only one building at a time. Cash is healthy ($4375) for a barracks and war factory next.
- **0:40 Claude Sonnet 5**: Continue economic buildup: proc is building, queue barracks next for infantry production.
- **0:48 Jev Router**: Economy opening is underway: refinery at 47%, no units yet. Nothing else actionable until proc finishes; keep cash and wait.
- **0:48 Claude Sonnet 5**: Continue economy build-up: proc and tent underway. Queue more power and prepare barracks/war factory next.
- **0:56 Jev Router**: Refinery is currently at 70% completion. Waiting for it to finish so we can place it and immediately queue a Barracks followed by War Factory.
- **0:56 Claude Sonnet 5**: Continue building economy; queue power plant after current builds, keep going.
- **1:04 Jev Router**: Ore Refinery is nearly complete (94%). Nothing new can be queued in the Building tab until it finishes. Wait one turn, then place it and immediately queue the barracks.
- **1:04 Claude Sonnet 5**: Continue building economy: proc and tent are in progress, powr queued. Once ready, place them and expand.
- **1:12 Jev Router**: Opening turn: place the ready Ore Refinery to get income and a free harvester, then start the Barracks and begin infantry production once it's up. Need to keep the queue busy.
- **1:12 Claude Sonnet 5**: Place the ready proc, keep building power and barracks queued.
- **1:20 Jev Router**: Barracks nearly done, economy is healthy at $2980. Continue the build order toward a War Factory for tanks, then add power and a second refinery. Nothing to attack yet; keep the harvester mining.
- **1:20 Claude Sonnet 5**: Place power plant, continue barracks, queue more economy and production buildings.
- **1:28 Jev Router**: Place the completed barracks to unlock infantry production. Continue building the War Factory and queue initial infantry for defense and scouting.
- **1:28 Claude Sonnet 5**: Building proc and tent already in queue. Let them finish, then build weap and start training. Keep economy going.
- **1:36 Jev Router**: Economy is healthy ($2508, power fine). War Factory is building. I'll queue infantry from the barracks (last turn failed because barracks had just been placed) and keep the harvester mining. No enemy visible yet, so prepare a scout to sweep west.
- **1:36 Claude Sonnet 5**: Proc and tent are already being built. Keep economy going, queue power and war factory next.
- **1:44 Jev Router**: War Factory is under construction with ample cash to finish. Sending our idle rifleman to scout west toward the enemy start at (12,16).
- **1:44 Claude Sonnet 5**: Continue economy buildup; queue up second proc and weap once current builds finish. Nothing to place yet.
- **1:52 Jev Router**: War Factory nearly done; I need to keep economy and production flowing. Queue power next, keep making infantry, and push my scout toward the enemy start.
- **1:52 Claude Sonnet 5**: Economy is building up. Let queue continue; nothing new to place yet.
- **2:00 Jev Router**: Economy is stable with weap almost done and a powr queued after. I should keep the infantry queue busy, push my scout west toward the likely enemy start (12,16), and keep the harvester mining.
- **2:00 Claude Sonnet 5**: Place ready proc, continue building power and barracks, queue war factory next for tanks.
- **2:08 Jev Router**: Economy is still thin (1 harvester, $785). I'll keep building: war factory finishing, then power, then a second refinery. Push scouting west toward the suspected enemy start while the small army gathers near base.
- **2:08 Claude Sonnet 5**: Economy solid with 2 refineries, keep building infrastructure and queue units once weap/tent finish. Enemy far east, will scout later.
- **2:16 Jev Router**: War Factory nearly done, power is fine but cash is tight ($119). I'll keep the infantry queue busy cheaply and push my scout west toward the likely enemy base while my small army holds near home.
- **2:16 Claude Sonnet 5**: Production is progressing well. Let production continue and wait for buildings to complete before training units.
- **2:24 Jev Router**: War Factory is ready; place it and immediately queue an Ore Refinery for a second harvester to fix the cash crunch. Keep the small army rallying near base as a defensive group while the scout probes west.
- **2:24 Claude Sonnet 5**: Economy building continues; queues already have weap/powr/tent in progress. Keep harvesters mining and wait for production.
- **2:32 Jev Router**: Harvester is gathering to fund the second Ore Refinery. Scout #135 continues towards enemy base at (12,16). Grouping our infantry to guard the base entrance.
- **2:32 Claude Sonnet 5**: Continue building economy and production. Queue fix once weap done for tanks. Keep queues busy.
- **2:40 Jev Router**: Harvester is gathering ore to fund our second refinery. Scout #135 is halfway across the map towards the enemy base at (12, 16). Base defense group is standing guard near our refinery entrance.
- **2:40 Claude Sonnet 5**: War factory almost done. Keep economy strong, queue more power and barracks, start training infantry for defense/scouting.
- **2:48 Jev Router**: Economy is the bottleneck: $0 cash, proc only 16% done. Nothing affordable to build right now, so focus on keeping the harvester mining, gathering idle units defensively, and scouting toward the enemy start (12,16). Once proc completes I'll drop power and keep pumping units.
- **2:48 Claude Sonnet 5**: War factory almost done. Queue fix and start training units once barracks and factory ready. Keep economy growing.
- **2:56 Jev Router**: Proc is at 33% and will provide our 2nd harvester. Scout #135 is nearing the enemy base location at (12, 16). We need a Service Depot (fix) soon to unlock Heavy Tanks.
- **2:56 Claude Sonnet 5**: Place war factory, keep building queue going. Need service depot after weap placed. Continue economy buildup.
- **3:04 Jev Router**: Cash is at $0, so income is the bottleneck; keep harvester mining and finish the second refinery. Army is idle near base. I'll consolidate combat units at a staging point and keep the lone scout watching the enemy base.
- **3:04 Claude Sonnet 5**: Economy strong, continue building infrastructure and start producing tanks from war factory. Queue fix depot for advanced tanks and start light tank production now.
- **3:12 Jev Router**: Second refinery is underway which will provide our second harvester. Power will be slightly low once proc completes, so power plant is queued next; our scout at the enemy base can harass their harvester.
- **3:12 Claude Sonnet 5**: Economy and production progressing well. Continue building infrastructure and tanks, watch for that enemy infantry near base.
- **3:20 Jev Router**: No cash, so keep queues running (proc finishing soon = free harvester). Send my small force of rockets+rifles toward the enemy base at (12,16) while the lone rifle keeps scouting ahead. Need economy next: another harvester and power.
- **3:20 Claude Sonnet 5**: Continue economy and army buildup. Queue more tanks and keep production running smoothly.
- **3:28 Jev Router**: Second refinery is progressing; its placement will grant a free harvester. Our infantry strike force (7 rocket soldiers, 3 rifles) is marching west towards the confirmed enemy base at (12,16); sending them in attack_move formation.
- **3:28 Claude Sonnet 5**: Enemy infantry near base, attack it with tank. Keep production going.
- **3:36 Jev Router**: Economy is starved at $0 with only one harvester, so I need more income before anything else. The 10-unit strike group is already moving west toward the confirmed enemy base at (12,16); I'll keep pushing them there while queuing a second harvester and a refinery.
- **3:36 Claude Sonnet 5**: Continue economy buildup; place the ready proc, keep producing tanks and power. Enemy far, will amass tank force before attacking.
- **3:44 Jev Router**: Cash is zero so I can't place or start new buildings; my army is advancing west toward the enemy base at (12,16). I'll keep the attack group pushing to find the enemy, keep the harvester mining, and hold the queued production.
- **3:44 Claude Sonnet 5**: Economy expanding well with 3 refineries. Keep building tanks and power, group idle tanks to defend/scout.
- **3:52 Jev Router**: Cash is 0 so production is stalled; I need ore income. Main force is pushing west near (55,27) with no enemy contact yet. Continue the westward advance toward the enemy base at (12,16) and get the harvester mining again.
- **3:52 Claude Sonnet 5**: Economy solid, many production items queued redundantly. Let it keep churning tanks. Set idle tanks to defend near base until we have 8+.
- **4:00 Jev Router**: Cash is at 0 with only one harvester mining, so economy is the bottleneck. Main force of 11 is mid-map around (45,27) advancing west toward enemy base at (12,16); no contact yet. Keep queues running and push the army forward while the second refinery finishes.
- **4:00 Claude Sonnet 5**: Economy solid, keep tank production going and let queued buildings finish. Group idle tanks defensively until we have 8+.
- **4:08 Jev Router**: Main force is pushing west toward the enemy base at (12,16). Cash is 0 so I must get the idle harvester mining immediately. Keep production running and continue the attack.
- **4:08 Claude Sonnet 5**: Continue building economy and army. Place fix depot, keep queues busy. Tanks amassing, wait for more before attacking.
- **4:16 Jev Router**: Cash is $0, so economy is the priority - get harv #131 mining immediately. Army sits at ~(28,14) with no enemies visible; push west toward the expected enemy base at (12,16) to find and hit it. Keep producing e3 from barracks and the harv from war factory.
- **4:16 Claude Sonnet 5**: Multiple queues busy already, good economy. Keep producing tanks and let existing idle tanks defend/wait near base until we have 8+.
- **4:24 Jev Router**: Our strike team has engaged the enemy harvester at (18,13). Focus firing it down to cripple their economy while continuing production.
- **4:24 Claude Sonnet 5**: Enemy infantry cluster nearby at (20,15) threatens us; use 4 tanks to strike before they get closer. Place ready tent building and keep production going.
- **4:32 Jev Router**: Cash is dry so production is limited to what's queued. My rocket squad is already at the enemy base with a wounded light tank to finish and a husk to grab. I'll concentrate fire on the tank, push the rest into the base at (12,16), and keep the harvester mining.
- **4:32 Claude Sonnet 5**: Enemy rocket squad near our base attacking; use tanks to fight them. Place ready power plant, keep production flowing.
- **4:40 Jev Router**: Cash is $0 so queues are mostly idle except the almost-done proc. My 8-9 unit group is already near the enemy start at (12,16); push them in to find and hit enemy buildings while keeping one e3 near home. Place the proc the moment it's ready.
- **4:40 Claude Sonnet 5**: Enemy infantry squad is right next to our base at (19,15). We have no army units left visible except harvesters. Need to defend base with turret/pillbox and keep producing tanks fast.
- **4:48 Jev Router**: Economy is broke ($0) but queues are running — proc at 82% will give a free harvester once placed. Main army (7 units) is pushing the enemy base near (12,16) where I see an enemy War Factory at 72%. Keep production going and press the attack; send the two stray units (#156, #164) to help defend/to the front.
- **4:48 Claude Sonnet 5**: Enemy infantry squad is right next to our base at (17-18,14-15). Need to place ready power plant, keep building turret and tanks. No combat units yet to counter, so just build up defenses and wait for tanks.
- **4:56 Jev Router**: Enemy war factory is nearly dead and their power plant is exposed. My 7-unit strike group is already in their base — finish the kill. Cash is 0 so I need harvesters working and cheap units queued while the proc finishes.
- **4:56 Claude Sonnet 5**: Enemy infantry squad is right at my base perimeter. My tanks aren't ready yet, so I need to keep production going and let the turret finish. Nothing combat-ready to act with yet.
- **5:04 Jev Router**: Enemy base is at ~(12,16) and I've already destroyed 3 buildings there. Cash is 0 so economy is stalled until the harvester gets going; keep the strike force pressing the enemy base while the in-progress refinery finishes. Push all combat units onto the enemy base to finish it.
- **5:04 Claude Sonnet 5**: Enemy infantry squad is right next to my base with no army of mine. Need to rush infantry defense and let turret finish. Train rocket soldiers to counter them.
- **5:12 Jev Router**: Economy restarts once proc lands. Main army of 9 is already at the enemy base hitting their Construction Yard (42%). Keep the pressure on so they can't rebuild, and pull in the two stragglers.
- **5:12 Claude Sonnet 5**: Enemy infantry squad is right next to my base. Place the ready turret and barracks immediately for defense, keep training infantry to reinforce.
- **5:20 Jev Router**: Our attack force is already at the enemy base hitting the tent (56%). Cash is 0, so keep pressing the attack to finish the enemy while production continues. Proc is nearly done and will be placed next turn.
- **5:20 Claude Sonnet 5**: Enemy infantry squad is attacking near base at (16-17,15). Our gun turret should help defend. Keep training infantry and defend with what we have.
- **5:28 Jev Router**: Cash is $0 with only 1 harvester, so economy is the bottleneck while my building queue (proc 96%) is about to finish. My attack force mostly died but scored big kills; only a few damaged units survive near the enemy base at ~(12,16). Place the refinery, pull the two nearly-dead infantry back, and keep the healthy units pressing while harvester production continues.
- **5:28 Claude Sonnet 5**: Enemy infantry weakened near base; use rocket soldiers to finish them off with turret support. Keep training more infantry to rebuild army and economy.
- **5:36 Jev Router**: Proc still shows READY TO PLACE (last attempt failed), so place it now to boost income. Our small squad near the enemy base (e3 #136, e1 #142/#156) plus e3 #164 should push onto the enemy start (12,16) since we've already killed 5 enemy buildings. Economy is queued (3 harvesters, power, ftur), cash is $0 so no new starts this turn.
- **5:36 Claude Sonnet 5**: Enemy infantry near base, my rocket soldier idle. Keep training troops, build war factory for tanks since economy stabilized. Defend against nearby enemy units.
- **5:44 Jev Router**: Low power is stalling production and I'm broke ($0), so getting a power plant up and harvesters mining is the priority. I have a proc ready to place and need to keep economy flowing.
- **5:44 Claude Sonnet 5**: Enemy infantry near base at (16,16), weak (52% hp). Attack with rocket soldiers. Keep training infantry, need war factory once available.
- **5:52 Jev Router**: Low power is slowing everything and cash is $0, so I need the queued Power Plant placed ASAP and harvesters kept working. Our western push units are badly hurt; pull them back to defend the base while the idle rocket soldier holds home. Economy is the priority now.
- **5:52 Claude Sonnet 5**: Enemy weak e3 nearby, finish it off. Continue training infantry and start a war factory for tank production to push toward enemy base at (95,11).
- **6:00 Jev Router**: Power is low (100/110) which is slowing everything, but cash is $0 so I can't rush anything. First powr is at 30% and will fix it; harvesters must keep mining to rebuild income. Keep the idle rocket soldier defending and pull the crippled rifleman home.
- **6:00 Claude Sonnet 5**: Lost war factory previously; need to rebuild it for tanks. Keep training infantry and queue weap factory build. Group idle rocket soldiers to defend/rally.
- **6:08 Jev Router**: Cash is $0 so economy is the bottleneck; harvesters are already mining. Power is being built. Keep queues busy with cheap infantry and let production tick, and reposition the idle rocket soldier to guard the base.
- **6:08 Claude Sonnet 5**: Rebuild army with infantry while cash grows; try building war factory again for tanks. Keep e3 group massing near base until 8+ units, then push east.
- **6:16 Jev Router**: Cash is at $0 and power is low, but my queues are already full (powr building, harv 81%, e3 70%, ftur 45%). I'll keep harvesters mining to rebuild cash and hold the idle rocket soldier at base for defense until power and economy recover.
- **6:16 Claude Sonnet 5**: I have 8 infantry idle, let's group and push toward enemy base while continuing production. Try building war factory for tanks since power is available.
- **6:24 Jev Router**: Economy is starved ($0) with low power throttling production. Power plant at 72% will complete soon and must be placed immediately. Send both harvesters back to mining to rebuild cash, keep #173 e3 defending base and #142 fragile rifle retreating.
- **6:24 Claude Sonnet 5**: Too many infantry queued at 0% wasting build slots; cancel excess and push for war factory for tanks. Keep attack group moving toward enemy base.
- **6:32 Jev Router**: Place the completed power plant immediately to restore full power. 3rd harvester is almost complete which will ramp up our income, after which we will tech up to Service Depot for Heavy Tanks.
- **6:32 Claude Sonnet 5**: Cancel spam infantry queue, focus on building weap factory for tanks and continue pushing army toward enemy base at (95,11).
- **6:40 Jev Router**: Power is already 200/110, so canceled redundant power plants to start the Service Depot (fix) which unlocks Heavy Tanks. 3 harvesters are mining, vehicle queue will finish one more harvester before switching to heavy armor.
- **6:40 Claude Sonnet 5**: Continue massing rocket soldiers and push army east toward enemy base while trying to get war factory built for tank support.
- **6:48 Jev Router**: Cash is at $0 so production is stalled; I need harvesters mining hard. Enemy is far away at (12,16), so I have time to build economy and army. Keep the nearly-dead rifleman back and let queues run.
- **6:48 Claude Sonnet 5**: Army pushing east toward enemy base. Keep training rockets and try building war factory for tanks. Consolidate scattered units into one attack force.
- **6:56 Jev Router**: Cash is at $0 with 17 infantry items queued, which will drain any income the moment it arrives. I should trim the infantry queue so I can afford a Heavy Tank push once the Service Depot finishes, place the ready Flame Tower for base defense, and scout toward the enemy start at (12,16).
- **6:56 Claude Sonnet 5**: Consolidate scattered troops and push toward enemy base at (95,11). Keep training rocket soldiers and try building war factory for tanks.
- **7:04 Jev Router**: Cash is at $0 with 11 infantry queued - too many draining an empty bank. I'll cancel most excess infantry, keep the Service Depot and harvester going, send idle harvester back to mining, and push my lone rocket soldier west to scout toward the enemy start at (12,16).
- **7:04 Claude Sonnet 5**: Army spread out along path east, consolidate and push toward enemy base at (95,11). Keep training rocket soldiers and try building war factory for tanks.
- **7:12 Jev Router**: Economy is starved at $0 but 3 harvesters are mining well and both fix and harv are nearly done. Enemy base is likely near (12,16) and I have no vision there, so #192 continues scouting west. Once the Service Depot finishes I'll pump Heavy Tanks; for now trim the infantry backlog so cash flows to vehicles.
- **7:12 Claude Sonnet 5**: Army spread along path toward enemy base at (95,11). Regroup stragglers and push main force east. Continue training e3 for reinforcements.
- **7:20 Jev Router**: Cash is $0 so production is gated on income; keep 3 harvesters mining. Two enemy rocket soldiers are right next to our base at (88,13) - kill them with our defensive group. Continue fix and harv production.
- **7:20 Claude Sonnet 5**: Army spread out along path to enemy base. Consolidate and push toward (95,11). Keep training rockets, try building weap again for tank support.
- **7:28 Jev Router**: Cash is $0 but queues are busy (fix 70%, harv 81%, four e3 queued). Enemy e3/e1 pair is right at my base perimeter - send the rocket soldiers to kill them. My idle scout #192 should keep heading west to find the enemy base.
- **7:28 Claude Sonnet 5**: Army spread out approaching enemy base at (95,11). Push forward to finish them off, keep reinforcing with e3s.
- **7:36 Jev Router**: Cash is 0 so I just need to keep queues busy and let harvesters work. One enemy rifle is probing from the west; I'll swat it with nearby units. Finish the Service Depot so I can start Heavy Tanks, then build up and push toward the enemy start at (12,16).
- **7:36 Claude Sonnet 5**: Continue pushing army toward enemy base at (95,11). Keep training more rocket soldiers to reinforce.
- **7:44 Jev Router**: Cash is dry at $0, so economy is the bottleneck — keep harvesters mining and production queued. An enemy rocket soldier is probing near (87,12); kill it with nearby defenders. fix nearing completion so we can start Heavy Tanks soon.
- **7:44 Claude Sonnet 5**: Army is spread out along path to enemy base; consolidate and push toward (95,11). Keep training rocket soldiers as funds allow.
- **7:52 Jev Router**: Economy is tight ($0) but queues are busy and we're well ahead on score. No enemies visible, so keep producing and stage units near base instead of wandering into a fight with a weak force.
- **7:52 Claude Sonnet 5**: Continue advancing rocket soldiers toward enemy base at (95,11), consolidate scattered units, keep training more e3s.
- **8:00 Jev Router**: Fix is ready to place - I'll place it and start another refinery to grow income. Cash is tight ($375 stored), so I'll keep infantry producing and hold the small army defensively near base until tanks come online.
- **8:00 Claude Sonnet 5**: Continue pushing rocket soldiers toward enemy base, consolidate strung units, keep training more.
- **8:08 Jev Router**: Economy is starved ($0 cash). Enemy rocket soldier scouting near my base at (86,10) should be killed. Keep proc building, keep e3 queue rolling, and let harvesters work.
- **8:08 Claude Sonnet 5**: Rocket squad advancing toward enemy base at (95,11), spread across map. Consolidate and push forward while continuing e3 production.
- **8:16 Jev Router**: Cancel excess queued rocket soldiers to free up income for the refinery and heavy tanks. Order our infantry to wipe out the two enemy rocket soldiers probing from (87,10).
- **8:16 Claude Sonnet 5**: Rocket squad near enemy base, engage visible enemies and push toward base. Keep training more e3s.
- **8:24 Jev Router**: Enemy scout e3 at (87,10) near our base; attack it with idle rocket soldiers. Keep training e3s and start heavy tank production from war factory once affordable. Also queue power/proc as needed once ore flows.
- **8:24 Claude Sonnet 5**: Rocket squad approaching enemy base, engage nearby infantry. Keep training more e3 and consider adding a war factory for armor since infantry alone is weak.
- **8:32 Jev Router**: Cash is at $0 so I can't afford much new production; queues are already running. Enemy rocket soldier is poking near (86,10) - I'll send my e3 group to kill it, and send the damaged harvester #207 back to mining.
- **8:32 Claude Sonnet 5**: Rocket squad near enemy base engaging infantry. Keep pushing attack toward enemy buildings and continue infantry production. Should also consider building war factory soon for tanks.
- **8:40 Jev Router**: Cash is $0 but production is flowing and we've traded well (killed $16000 vs lost $4400). Proc is nearly done, so place it for more income. Keep harvesters mining and e3/tank production going, and push a small rocket group westward to scout toward the likely enemy base at (12,16).
- **8:40 Claude Sonnet 5**: Continue pushing rocket squad toward enemy base, keep training e3 for reinforcements, and start a war factory for tanks to diversify army.
- **8:48 Jev Router**: Cash is nearly empty so I must rely on harvesters and the soon-to-finish proc. Two weak enemy rocket soldiers are west of my base; I'll send the e3 squad to clear them and keep the 3tnk building. Power is tight so a powr is needed once the proc finishes.
- **8:48 Claude Sonnet 5**: Queue is clogged with dozens of e3 orders; cancel excess, focus economy and consolidate rocket squad into one attack group toward enemy base. Need a war factory - build barr first then weap once available.
- **8:56 Jev Router**: Economy is tight ($0) but I have 4 harvesters. A refinery is ready to place - put it near the southern ore field to boost income. My e3 squad should keep pushing west to find/destroy the enemy base, and I'll finish the tank in production and keep queues busy. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **8:56 Claude Sonnet 5**: Keep pushing rocket soldiers toward enemy base at (95,11), regroup stragglers. Queue war factory for tanks and continue training more infantry.
- **9:04 Jev Router**: Low power is slowing everything; powr is already building. Cash is dry so rely on the 5 harvesters. A damaged enemy e3 sits at (84,14); my e3 squad at (86,11) can finish it and continue pushing west toward the enemy start (12,16). Keep vehicle queue on tanks and let infantry thin out.
- **9:04 Claude Sonnet 5**: Push rocket soldiers toward enemy base at (95,11), engage visible enemy infantry cluster. Keep training more e3 and bring idle units forward.
- **9:12 Jev Router**: Low power (180/190) and near-zero cash, so my priority is finishing/placing the Power Plant and keeping harvesters mining. The visible enemy e3 at (83,14) is nearly dead, so I'll finish it with the nearby rocket squad, pull the damaged harvester to the Service Depot for repair, and keep production flowing.
- **9:12 Claude Sonnet 5**: Continue push toward enemy base with rocket squad, keep training more e3, gather stragglers to reinforce main group.
- **9:20 Jev Router**: Low power is slowing everything — place the ready powr immediately and queue another. Cash is tight so keep production rolling. Regroup my battered squad and push west toward the likely enemy base, sending the damaged harvester back to work.
- **9:20 Claude Sonnet 5**: Rocket squad is strung out across the map heading toward enemy base at (95,11). Consolidate and push forward together, keep training more e3 for reinforcements.
- **9:28 Jev Router**: Strong economy (5 harvesters, 3 procs). Place the ready powr, start a war factory for more tank output, keep queues warm, and push the healthy attack group west while pulling the badly wounded units back home. Only one enemy unit visible; need to keep exploring.
- **9:28 Claude Sonnet 5**: Rocket squad is stretched out en route to enemy base at (95,11). Keep pushing forward and continue training more e3 to reinforce. Enemy harvester spotted - could pick it off if convenient but priority is regrouping and advancing on base.
- **9:36 Jev Router**: Cash is drained but queues are full and economy (5 harvesters, 4 refineries' worth) is strong. I've already killed 35 enemy units/5 buildings, so push the healthy group west to locate and hit the enemy base while wounded infantry stay back at base.
- **9:36 Claude Sonnet 5**: Rocket squad is spread out across the map; need to regroup before pushing further to avoid piecemeal losses. Keep training more e3 for reinforcement and continue economy.
- **9:44 Jev Router**: Economy is cash-starved but all queues are still running, so keep pushing. The 10-unit west group is near x~70; push them further west toward the enemy base at ~(12,16). Send the two damaged harvesters at base back to mining and let wounded infantry heal at base.
- **9:44 Claude Sonnet 5**: Rocket squad still spread; regroup at (60,20) then push toward enemy base at (95,11). Keep training e3 nonstop since production capacity is available and cash is being generated.
- **9:52 Jev Router**: Cash is $0 so nothing can be produced; focus on keeping the west attack group pressing toward the enemy base and let damaged units heal. Power is fine, harvesters are mining.
- **9:52 Claude Sonnet 5**: Rocket squad scattered along path; regroup and continue toward enemy base while producing more e3. Keep harvesters mining.
- **10:00 Jev Router**: Cash is dry ($0 + $438 ore) so production is slow; I'll keep the west push advancing toward the suspected enemy base at (12,16) and let wounded units heal at base. Harvesters keep mining to refill the bank.
- **10:00 Claude Sonnet 5**: Army is weak (only 4 rocket soldiers scattered), economy strong. Regroup rocket soldiers, keep training more, and start building a war factory to get tanks for a real offensive.
- **10:08 Jev Router**: Cash is at $0 so production is stalled; economy is my bottleneck. My western battle group is already engaged near (44-58,28), so I'll push them onto the enemy e3 and westward while sending wounded harvesters/units back to work and reinforcing the push.
- **10:08 Claude Sonnet 5**: Continue building army with e3 rocket soldiers and try to get war factory for tanks. Regroup infantry before pushing toward enemy base.
- **10:16 Jev Router**: Cash is $0 so all production is stalled; the priority is keeping harvesters mining and pushing our western tank/infantry group toward the enemy base (~12,16). No enemies visible, so we advance on likely base location.
- **10:16 Claude Sonnet 5**: Economy stable, need war factory for tanks. Keep training rocket soldiers meanwhile and regroup squad. Also ensure harvesters mining.
- **10:24 Jev Router**: Cash is 0, so economy depends on harvesters mining. My western strike group is around (29-39,21-26) and mid units near (71,13). I'll push forces toward the enemy base at (12,16) and get all harvesters mining.
- **10:24 Claude Sonnet 5**: Economy is crippled with almost no cash. Focus on rebuilding: get war factory and more power, keep harvesters mining, cancel useless infantry queue spam.
- **10:32 Jev Router**: Cash is at $0 so all queues are stalled; harvesters are mining and will refill the bank. My western group is already near the enemy base (12,16), so I'll push it in while the mid tanks swing west to reinforce. Damaged units stay near base. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **10:32 Claude Sonnet 5**: Queue is clogged with dozens of duplicate e3 orders draining nothing since no cash. Need to cancel excess and focus on rebuilding economy: power, war factory, harvesters. Enemy infantry near base, gun turret should handle them.
- **10:40 Jev Router**: Cash is $0 so all production is stalled; harvesters need to refill before anything more can be built. My west group is already on the enemy base — I'll push them onto the buildings while sending the mid tanks/rockets west as reinforcements and pulling the badly damaged units back to base.
- **10:40 Claude Sonnet 5**: Enemy units are right at my base entrance (13-17,15-17), threatening my Construction Yard/turret area. I need to mass infantry defense and cancel duplicate infantry queue spam. Keep harvesters mining safely away from the fight.
- **10:48 Jev Router**: Cash is $0 so production is stalled but harvesters are working. Our west group is at the enemy base (10-12,13-20) — push it onto their buildings to finish them. Mid group heads west to reinforce. Keep a few units at home defending harvesters.
- **10:48 Claude Sonnet 5**: Enemy force is right on top of our base at (14-15,15-17). We only have 2 rocket soldiers and a gun turret defending. Need to hold position and fight, keep training infantry fast to reinforce.
- **10:56 Jev Router**: Cash is 0 but all queues are full, so just keep the pressure on. West strike group is at the enemy base; push it in while sending the reinforcing tanks west and rally new units to the front.
- **10:56 Claude Sonnet 5**: We're under heavy attack with no army and $0 cash. Keep harvesters mining safely, let production queue continue as cash trickles in, and prioritize cheap infantry to defend base entrance near gun turret.
- **11:04 Jev Router**: Cash is 0 so all queues stay full and I just need to keep the army pressing the enemy base. West group plus mid tanks should converge on the enemy base near (12,16); set rally points forward so reinforcements join the push.
- **11:04 Claude Sonnet 5**: No cash, base under heavy attack near our buildings. Can't produce much. Keep harvesters mining, try to survive with turret, hope for cash to trickle in.
- **11:12 Jev Router**: We're winning hard (killed $27700 vs lost $6350). Enemy base at (12,16) is nearly broken - only a tent visible. Push everything west to finish them off while queues stay full.
- **11:12 Claude Sonnet 5**: Enemy infantry swarm is right at our base with no army and $0 cash. Nothing can be built until ore flows in. Priority is to protect our two harvesters and get them mining safely, and cancel the huge redundant queue clutter.
- **11:20 Jev Router**: Enemy base is nearly destroyed with only a damaged tent and power plant visible. Ordering forward forces to destroy the remaining buildings and sweep the area.
- **11:20 Claude Sonnet 5**: Base is overrun by enemy troops near our tent/powr, no Construction Yard or refinery. With $0 cash we can't build anything meaningful. Priority is to save the two harvesters and hope for any income opportunity, but without a refinery they can't deposit ore. This game is likely lost but keep units alive.
- **11:28 Jev Router**: Enemy base is nearly wiped - only one power plant (#163) visible at (8,19) at 30% HP. My strike group is right there; finish it off. Cash is near zero so production is throttled until harvesters deliver.
- **11:28 Claude Sonnet 5**: No construction yard, no cash, no refinery. Only a power plant survives. Best option is to send harvesters to mine ore in hopes of accumulating cash to rebuild, though without a refinery ore can't be processed. Just keep them moving to find ore fields.

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Source: https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g3.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
